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vkd3d/tests/hlsl/arithmetic-int.shader_test

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[pixel shader]
float4 main() : SV_TARGET
{
int x = 5;
int y = 15;
return float4(x + y, x - y, x * y, x / y) / 100.0;
}
[test]
draw quad
probe (0, 0) rgba (0.20, -0.10, 0.75, 0.0) 1
[pixel shader]
float4 main() : SV_TARGET
{
int x = 5;
int y = 15;
return float4(x % y, +x, -x, y / x) / 10.0;
}
[test]
draw quad
probe (0, 0) rgba (0.5, 0.5, -0.5, 0.3)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 42;
int y = 5;
return float4(x / y, -x / y, x / -y, -x / -y) / 10.0;
}
[test]
draw quad
probe (0, 0) rgba (0.8, -0.8, -0.8, 0.8)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 42;
int y = 5;
return float4(x % y, -x % y, x % -y, -x % -y) / 10.0;
}
[test]
draw quad
probe (0, 0) rgba (0.2, -0.2, 0.2, -0.2)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 45;
int y = 5;
return float4(x / y, -x / y, x / -y, -x / -y) / 10.0;
}
[test]
draw quad
probe (0, 0) rgba (0.9, -0.9, -0.9, 0.9) 1
[pixel shader]
float4 main() : SV_TARGET
{
int x = 45;
int y = 5;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm>=2&sm<6)]
float4 main() : SV_TARGET
{
int x = 1;
int y = 0;
return x / y;
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
% Allowed regardless of shader model on 31 and below
[pixel shader fail(sm>=2&sm<6)]
float4 main() : SV_TARGET
{
int x = 1;
int y = 0;
return x % y;
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[require]
% Skip 1.x because of clamping.
shader model >= 2.0
[pixel shader]
float4 main() : SV_TARGET
{
int x = -2147483648;
int y = -1;
return x / y;
}
[test]
draw quad
if(sm<4) todo probe (0,0) rgba ( 2147483648.0, 2147483648.0, 2147483648.0, 2147483648.0)
if(sm>=4&sm<6) probe (0,0) rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
if(sm>=6) probe (0,0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
int2 x = {5, 15};
int2 y = {2, 5};
int2 z = {3, 8};
return float4(x / y, z % y);
}
[test]
draw quad
probe (0, 0) rgba (2.0, 3.0, 1.0, 3.0)
% On SM1, negation constant folding is performed with float arithmetic.
[pixel shader]
float4 main() : sv_target
{
int a = -2147483648;
return int4(a, -a, 0, 0);
}
[test]
draw quad
todo if(sm<4) probe (0, 0) rgba(-2147483648.0, 2147483648.0, 0, 0)
if(sm>=4) probe (0, 0) rgba(-2147483648.0, -2147483648.0, 0, 0)
% Note that the negation here causes loss of precision on SM1.
[pixel shader]
float4 main() : sv_target
{
int a = 16782201; // This rounds down to 16782200 when converted to float.
return float4(a + 1, (-(-a)) + 1, 0, 0);
}
[test]
draw quad
todo if(sm<4) probe (0, 0) rgba(16782202, 16782200, 0, 0)
if(sm>=4) probe (0, 0) rgba(16782202, 16782202, 0, 0)
[pixel shader]
float4 main() : sv_target
{
int a = 16777217; // This rounds down to 16777216 when converted to float.
int b = 10;
return float4(a % b, a % (-b), (-a) % b, (-a) % (-b));
}
[test]
draw quad
todo if(sm<4) probe (0, 0) rgba(7, 7, -6, -6)
if(sm>=4) probe (0, 0) rgba(7, 7, -7, -7)
[pixel shader]
float4 main() : sv_target
{
int a = 16782201; // This rounds down to 16782200 when converted to float.
int b = 999;
return float4(a / b, a / (-b), (-a) / b, (-a) / (-b));
}
[test]
draw quad
if(sm<4) todo probe (0, 0) rgba(16799, -16799, -16798, 16798)
if(sm>=4) probe (0, 0) rgba(16799, -16799, -16799, 16799)
[pixel shader]
float4 main() : sv_target
{
int a = 16782200;
int b = 999;
return float4(a / b, a / (-b), (-a) / b, (-a) / (-b));
}
[test]
draw quad
probe (0, 0) rgba(16798, -16798, -16798, 16798)